Tormentor
Types: Action, Attack, Doom
Cost: $5
+$2. If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.
Tormentor is weak, and not particularly interesting, especially compared to Skulk (Skulk has a lot of interesting interactions, such as Changeling or trash for benefit). Gaining an Imp is often better than a Hex, but after the very early stages of the game it’s not practical to have no other cards in play (particularly if you’re building the kind of deck that likes Imp), so you’ll just be Hexing your opponent. The attack part of Tormentor is rather weak. Multiple Tormentors stack, but there are lots of strong $5 cards so there will usually be better things to do than to aim to play multiple Tormentors each turn.
My suggested change is to make Tormentor more likely to gain Imps. This makes it more interesting because it's likely to add more Imps to your deck over the course of a game, which means that you'll need to add additional actions besides Tormentor to your deck to take full advantage of the Imps. It probably also makes the card stronger because gaining an Imp tends to be better than giving out a Hex.
Revised Tormentor
Types: Action, Attack, Doom
Cost: $5
+$2.
If you have an Imp in play, each other player receives the next Hex. Otherwise, gain an Imp from its pile. (Updated with better wording thanks to LastFootnote!)
Thoughts?